Arma 3
AH-64D Official Project
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Update: Jun 10 @ 4:01pm

Reupload of Version 2.2.5

Move the pilot seat position higher
Adjust collective to allow for a greater reduction in the collective before main rotor Nr spools up. (Collective was set to high and did not allow for effective decelerations from high speed)
Add Force Trim Panic Button
Tune radar and barometric altitude hold
Adjust autopedal minimum from 1 to 0.1 and made them less jump
Remove deltaTime function from sticky controls to make finer control
Added FMC control mixing (The 64 control mixing is performed by the FMC, so also disables with it)
Added yawToPitch
Added yawToRoll
Added speedToYaw
Added collToRoll
Added collToPitch
Added collToYaw

Update: Jun 9 @ 8:35am

V2.2.5 (EDIT: Failed upload of 2.2.5)
Move the pilot seat position higher
Adjust collective to allow for a greater reduction in the collective before main rotor Nr spools up. (Collective was set to high and did not allow for effective decelerations from high speed)
Add Force Trim Panic Button
Tune radar and barometric altitude hold
Adjust autopedal minimum from 1 to 0.1 and made them less jump
Remove deltaTime function from sticky controls to make finer control
Added FMC control mixing (The 64 control mixing is performed by the FMC, so also disables with it)
Added yawToPitch
Added yawToRoll
Added speedToYaw
Added collToRoll
Added collToPitch
Added collToYaw

Update: May 11 @ 6:29am

V2.2.4
- Reduced auto pedal breakout threshold
- Updated logic to allow for smooth pedal turns
- Adjusted auto pedal time scalar to ramp up to maximum in 1.5 seconds
- Added slider to adjust auto pedal ramp up speed
- Add check to count number of assigned axes to an input action and adjust input scalar accordingly. Note: This ensures that no matter how many axes are assigned to an inputAction it will ensure a uniform response for ALL users.
- Tune SAS Roll PID to be less aggressive
- Add collective check to axis checks
- Retune main rotor pitch and roll torque scalars

Update: May 5 @ 10:58am

V2.2.3
Fix the SAS PID error that resulted from improper trimming
Add central position trimmer mode to the cyclic and pedals
Update FMC variable names to enhance debugging

Update: May 4 @ 6:10am

V2.2.2
New mouse and keyboard control system
addon options
- Sticky bank
- Sticky pitch
- Sticky yaw
- Auto pedals
- Sticky Cyclic interrupt Keybind

Fixed invulnerable Main rotor
Fixed flight tone audio overlap

Update: May 1 @ 8:07am

V2.2

Helisim V1.0

Sensors
Added basic acquisition sources
Added Linear motion compensator (LMC)

Weapons
Removed Arm/Disarm keybind
Added Arm/Disarm button
Added Ground override button
Update weapon weights
Added ACE Missileguidance for Hellfires (both SAL & RF)
Remove M229 HEDP rocket
Remove AGM-114A Hellfire
Remove AGM-114C Hellfire
Added AGM-114FA Hellfire
Added AGM-114K2A Hellfire
Remove AGM-114M Hellfire
Added red smoke to M255 Flechette rocket
Improve rocket accuracy
Improve particle effects around rockets & hellfires

ASE Page
Removed OPER setting from IR Jammer, leaving a toggle
Added SEARCH option for Autopage
Added RLWR
Improved ASE Icons & symbology
Improve ASE audio

IHADSS
Added NTS and ANTS to C-scope
Improved sideslip calcualtion
Modify Missile Constraint box to reference the nose of the aircraft
Fix barometric altimeter display
Remove M230 crosshair
Corrected PNVS/Symbology draw order
Add Velocity Vector

Misc
Added Indian Air Force Livery
Added British Mission Equipment option
Added ACE interact to set tail number
Added ACE interact to open / close doors
Add Point modules to Eden editor to allow for pre-planning in editor and loading via DTU
Added master Warning/Caution buttons
Unify radar & non-radar variant of the aircraft in editor, with FCR added in Garage
Rename "M" key to "B1" in control hover
Re-do hitpoints
Added battery discharge over time
Rebuilt audio playback system
Added KU for text entry
Reduced texture & other file count to reduce mod size
Cockpit flood lighting now affects the map lighting in ACE
Rewrote the UFD in Arma 3's MFD Config System.
Added ACRE2 functionality to the UFD
Added Vanilla radio compatibility to the UFD
Remove AFM gauges

Config-based MPDs
Rewrote the ASE, TSD, WPN, FCR, ENG. FLT, FUEL, WCA, MENU, MFD pages in Arma 3's MFD Config System.
Added the ABR, UTIL, CHAN, CODE, DMS, DTU, FREQ, PERF, DTU pages.
Allowed every MPD Page to be be shown on each display.

TSD Page
Added Control measures & Targets / Threats as available points
Added many icon types for waypoints / control measures / targets / threats. These are listed in the ABR page.
Remove point xmit / recv
Added endurance to the TSD Home
Added ownship center toggle
Removed moving map
Removed target filtering (replaced with the SHOW sub-page)
Removed PFZs
Added HSI to TSD
Added Route (RTE) sub-page.
Added direct-to-point navigation
Added route construction & naviation
Added Waypoint (WPT) and Threat (THRT) sub-pages.
Added point information to the bottom of the TSD about the currently selected point
Added STO-NOW functionality
Added point edit
Added point definition
Added point deletion

WPN Page
Allowed navigation of weapons when not WASed to configure
Allow for selection of PRI and ALT laser channel.
Allow for

FCR Page
Added heading tape to FCR
Added indication whether C-SCOPE is enabled

ABR Page
Added list of available point types for use in the TSD

UTIL Page
Added toggles to disable components of the FMC

CHAN Page
Added interact to map laser codes to a specific channel (1-4)

CODE Page
Added interact to set LRFD and LST laser code

FREQ Page
Added interact to set laser frequency to specific code.

PERF Page
Added performance planning features, calculating
Hover torque checks:
Range

DTU Page
Added interact to load points from mission

Update: Apr 20, 2023 @ 3:51pm

* Fixed script error with the audio subsystem in the event of missile launch
* Fixed issue with weapon selection subsystem not automatically enabling manual fire mode

Update: Aug 23, 2022 @ 3:05pm

- Hidden vanilla UI
- Analogue flight instruments are calibrated (compass not included)
- Fixed start switch animation
- Maximum flight ceiling corrected, 20,000 ft
- Missile warning fix
- IHADSS powered by APU
- Animation states saved when entering garage
- Weapon action switch system fixed
- ACE hitpoint system implementation
- Website loadout importer created (website not yet available)

SFM Update

- Rather than destroying the aircraft trying to take of at idle, we rather force you stuck to the ground
- Default weight set to prevent over-torque (can be overridden by setting fuel to something other than 100%)
-Robbie tank reintegration, accessible via vehicle garage (equipped by default)
- Animated stabilator for HOTAS users

Update: Dec 24, 2021 @ 4:56pm

Flight Model (SFM+)

- Added damage when aircraft torque limits are exceeded
- Rewrote how torque is handled to make it more stable and ‘true to life’
- Rewrote how engine starts are handled so that the start is no longer bound to hard times, but can be initiated at any point after the start switch is taken to start
- Enabled split power lever operations for single-engine operations
- Added APU fuel burn (175 PPH)
- Stabilisation fix, the stabilator will remain active when player open the map or spectates

Controls

- All controls can be mapped to joysticks
- All cockpit controls can now be individually mapped
- The new keybindings can be found under vanilla arma controls at the bottom of the dropdown
- Weapons can only be WASed by the WAS keys from now on
- Selecting weapons buttons on the WPN page will not select the weapons but let you change the weapon settings

Fire Extinguisher System

- The fire bottles are now refilled by repairing the engines (left engine refills the primary, right engine refills the secondary)
- The fire system can now be used by either crew member
- Engine fire can be put out by shutting down that specific engine
- Engine fire is now visible for all players

Fire Control Radar (FCR) & Aircraft Survival Equipment (ASE)

- Updated experimental FCR to stable FCR using ArmA 2.06 scripting functions to pull data from the vanilla radar
- Updated the ASE to show what the SENS page detects without radar targets and incoming missiles
- Vanilla information panels have been removed
- Jammers now use the vanilla countermeasure system for dynamic jamming capabilities
- Updated the identification system of anti-air threats
- When set to standby, jammers will automatically turn on 1.5 seconds after an incoming missile warning is detected and will leave it on
- When set the operationnal, jammers will proactively jam for 120 seconds before overheating (60 seconds of cooldown at maximum overheat)

Default Crew Kit

- A Default Crew kit had been made for the AH-64D using the available vanilla kit. The kit consists of the following items :
+ Weapons: Spar-16 Equipped with an MRCO & Flashlight, P07 sidearm.
+ Clothes: Combat Fatigues (MTP), Carrier Lite (Green), Heli Pilot Helmet (CSAT)
+ Equipment: Black NVG, Binoculars, Map, GPS, Radio, Compass & watch
+ Ammo: 6x 5.56mm 30RND Yellow Tracer Mag, 2x 9mm 16Rnd Mag, 6x Smoke Grenades (White, Blue & Purple) & 2x IR Grenades

Misc Changes

- The AH-64D hull has been boosted by 20%
- Rockets salvo fire rates have been increased
- Updated flares visual (flares sourced from USAF AC-130 Beta - credits to Pingopete)

Fixes

- 30mm ACE rearm bug when not rearming the entire magazine
- Rocket salvo has been reactivated
- AGM-144 Hellfire stability has been improved and is now smooth
- TADS shaking when the helicopter was damaged
- Floodlighting will no longer jumps around, either the CPG/PLT can now activate it in multiplayer
- PNVS jitteriness with head tracking

Update: Jul 30, 2021 @ 4:30pm

- Fixed control hints lagging when in motion.